Spotlight on Ultimate FPS: Fast track your game with the ultimate first person framework

Ultimate FPS is one of the longest-running assets on the Unity Asset Store, with over 1500 reviews and a 5-star rating average.

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For a limited time, Ultimate FPS is included free with Unity Plus subscriptions as part of the Accelerator Pack, which also includes 2 other top-selling productivity assets (normally a $190 value total) that will help you fast track your development and get your project to the finish line faster.

The following is presented by Justin Mosiman of Opsive, the publishers of Ultimate FPS.

Ultimate FPS (UFPS) started off as a basic first person camera that has since evolved into the ultimate first person shooter framework. If you’re just getting started with Unity, UFPS is a great way to kick start your first person game. In fact, if you’ve already seen the the Accelerator Pack video, you know you can simply drag and drop a prefab into your game and have the basis for a first person shooter.

Today, I’d like to expand on that and walk you through how easy it is to customize UFPS to fit your project’s needs by configuring a weapon to match the style of the market scene used in the video.

The standard UFPS weapons work well for prototyping, but this time I’m going to use the Scifi Rifle from theFree Guns Pack on the Asset Store as a starting point. After importing the asset and changing the shader to a Toon Shader, it blends into the scene perfectly.

Next, I’ll set this weapon up to be used by UFPS by simply adding the vp_FPWeapon and vp_FPWeaponShooter components to a new GameObject and set the weapon model. I can hit play to test it out.

By default, the weapon is positioned in the far left corner — to adjust that I just have to modify the default movement’s position and rotation springs, as well as the recoil spring. UFPS’ spring system makes it easy to add super-smooth movement without needing to author the actual animations.

With the weapon now in a better position, I can move to customizing the weapon effects. As it’s currently set, there is no muzzle flash, audio, or decals when the weapon fires — but this can also easily be customized through the vp_FP Weapon Shooter component. The screenshot below contains the settings used for the Scifi Rifle.

Awesome. I now have a new weapon which has a custom set of springs and effects, and I did all of this without writing any code or creating any animations.

For the final weapon polish, I’ll use the UFPS Surface System to change the decal and particle effects depending on the object that was hit. For example, if a bullet hits stone it should have a different type of impact effect than if it hits wood. This can easily be added through the vp_SurfaceIdentifier component.

The Scifi rifle is looking really good, but I want to enable one more feature: support for the Oculus Rift. The Rift is supported out of the box with UFPS so all I have to do is enable VR mode and I’ll be able to play the game on the Rift.

So far, we’ve covered some basics, but UFPS also has a lot to offer those who already know their way around Unity. Even if you don’t need a first person controller, UFPS has aPhoton multiplayer add on for those intense multiplayer matches. The inventory, camera effects, full-body awareness, spawn point system, and moving platforms are just some of the other features supported right out of the box that can be used as a reference and great starting point for your game.

For more information and frequently asked questions, please visit the Accelerator Pack page.

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For current Unity Plus and Pro subscribers, we are pleased to be able to offer you the Accelerator Pack for $75 — a significant discount of 60% off the retail price of these assets. To claim your Accelerator Pack at this special discounted price, simply contact us at get@unity3d.com. Inquiries will be processed in the order they are received.

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